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  • Making sense of the Game State manager tutorial?

    - by Johnny Quest
    I have come across the Game State Managemnet tutorial at http://create.msdn.com/en-US/education/catalog/sample/game_state_management because I thought this would be a good place to start a game off. I have added a new screen, but I am still a bit lost on how everything works. When I make my game, do I only need one more additional screen? just for gameplay? or should I have a different screen for each level?

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  • Search Engine Optimization Tutorial

    A search engine optimization tutorial is nothing but a manual that educates you on how to go about the processes of search engine optimization. Though it sounds complicated, search engine optimization is not so difficult to carry out and with proper training you can do it too.

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  • The Positive Aspects of Website Building Tutorial

    The Internet is one of the best channels in marketing. It resulted in many people wanting to have their own website, although building a website may seem very hard. But as technology continues to evolve, more and more tools in creating a website are discovered. You can also find some website building tutorial which you can easily access online.

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  • Learning a New Skill With a Tutorial on Building a Website

    You may want to avail of a tutorial on building a website in order to learn how to make that website all by yourself. Learning how to make a website using your own skills can be satisfying and enjoyable. Not only will you learn a thing or two about website building, you can always be proud that you made your own website with your hard work and your two hands.

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  • Tutorial on Hudson, JUnit and Ant

    - by Grant Ronald
    Often when discussing ADF we often show the features for developing applications. However, writing applications is only one part.  Building in a team, integrating code, testing it...these are equally important to the success of the project.  If you would like to find out how features in JDeveloper can help you build, maintain, integrate and test your application then check out this tutorial.

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  • Oracle R Enterprise Tutorial Series on Oracle Learning Library

    - by mhornick
    Oracle Server Technologies Curriculum has just released the Oracle R Enterprise Tutorial Series, which is publicly available on Oracle Learning Library (OLL). This 8 part interactive lecture series with review sessions covers Oracle R Enterprise 1.1 and an introduction to Oracle R Connector for Hadoop 1.1: Introducing Oracle R Enterprise Getting Started with ORE R Language Basics Producing Graphs in R The ORE Transparency Layer ORE Embedded R Scripts: R Interface ORE Embedded R Scripts: SQL Interface Using the Oracle R Connector for Hadoop We encourage you to download Oracle software for evaluation from the Oracle Technology Network. See these links for R-related software: Oracle R Distribution, Oracle R Enterprise, ROracle, Oracle R Connector for Hadoop.  As always, we welcome comments and questions on the Oracle R Forum.

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  • Good book or tutorial for learning how to apply integration methods

    - by Cumatru
    I'm looking to animate a graph layout using edges as springs and nodes as weights ( a node with more links will have a bigger weight ). I'm not capable of wrapping my head around the usage of mathematical and physics relations in my application. As far as i read, Runge Kutta 4 ( preferably ) or Verlet will be a good choice, but i have problems with understanding how they really work, and what physics equations should i apply. If i can't understand them, i can't use them. I'm looking for a book or a tutorial which describe the things that i need.

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  • C++ Game Engine Book/Tutorial/Anything recent?

    - by TheNoob
    Before I get flamed, please understand that I have been looking for a while now. Yes, I have found a good amount of game engine tutorials...except filled with errors, out of date syntax, missing crucial information, and so on. Is there anywhere with a recent tutorial, or a book, anything at all? I'm not asking for an opinion in graphics API's, just a point in the right direction to get started on game engine development. I just want to make it clear, I have googled/stacked like crazy. Any help appreciated. Thank you.

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  • What is the right license for tutorial source code ?

    - by devdude
    Putting sourcecode from tutorials or books online requires the author to add some kind of disclaimer or license (otherwise people would use it make lots of $$$ or break a power plant IT control system and sue you as author). But what is the right license or disclaimer statement ? Can I use BSD license with ... IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,... We are talking about tutorials ! Released to teach and share knowledge. Or do I need to follow the (potentially different) licenses of the libraries I use ? Might be insignificant now but I feel we will face a license hunt in "public" sourcecode (aka OSS) in future, similar to companies/lawyers currently crawling the web for pictures with wrong copyright statement or infringing their IP (and suing someone using a picture in a personal blog,etc..).

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  • C# 4.0 Optional/Named Parameters Beginner&rsquo;s Tutorial

    - by mbcrump
    One of the interesting features of C# 4.0 is for both named and optional arguments.  They are often very useful together, but are quite actually two different things.  Optional arguments gives us the ability to omit arguments to method invocations. Named arguments allows us to specify the arguments by name instead of by position.  Code using the named parameters are often more readable than code relying on argument position.  These features were long overdue, especially in regards to COM interop. Below, I have included some examples to help you understand them more in depth. Please remember to target the .NET 4 Framework when trying these samples. Code Snippet using System;   namespace ConsoleApplication3 {     class Program     {         static void Main(string[] args)         {               //C# 4.0 Optional/Named Parameters Tutorial               Foo();                              //Prints to the console | Return Nothing 0             Foo("Print Something");             //Prints to the console | Print Something 0             Foo("Print Something", 1);          //Prints to the console | Print Something 1             Foo(x: "Print Something", i: 5);    //Prints to the console | Print Something 5             Foo(i: 5, x: "Print Something");    //Prints to the console | Print Something 5             Foo("Print Something", i: 5);       //Prints to the console | Print Something 5             Foo2(i3: 77);                       //Prints to the console | 77         //  Foo(x:"Print Something", 5);        //Positional parameters must come before named arguments. This will error out.             Console.Read();         }           static void Foo(string x = "Return Nothing", int i = 0)         {             Console.WriteLine(x + " " + i + Environment.NewLine);         }           static void Foo2(int i = 1, int i2 = 2, int i3 = 3, int i4 = 4)         {             Console.WriteLine(i3);         }     } }

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • XML Rules Engine and Validation Tutorial with NIEM

    - by drrwebber
    Our new XML Validation Framework tutorial video is now available. See how to easily integrate code-free adaptive XML validation services into your web services using the Java CAMV validation engine. CAMV allows you to build fault tolerant content checking with XPath that optionally use SQL data lookups. This can provide warnings as well as error conditions to tailor your validation layer to exactly meet your business application needs. Also available is developing test suites using Apache ANT scripting of validations.  This allows a community to share sets of conformance checking test and tools . On the technical XML side the video introduces XPath validation rules and illustrates and the concepts of XML content and structure validation. CAM validation templates allow contextual parameter driven dynamic validation services to be implemented compared to using a static and brittle XSD schema approach.The SQL table lookup and code list validation are discussed and examples presented.Features are highlighted along with a demonstration of the interactive generation of actual live XML data from a SQL data store and then validation processing complete with errors and warnings detection.The presentation provides a primer for developing web service XML validation and integration into a SOA approach along with examples and resources. Also alignment with the NIEM IEPD process for interoperable information exchanges is discussed along with NIEM rules services.The CAMV engine is a high performance scalable Java component for rapidly implementing code-free validation services and methods. CAMV is a next generation WYSIWYG approach that builds from older Schematron coding based interpretative runtime tools and provides a simpler declarative metaphor for rules definition. See: http://www.youtube.com/user/TheCAMeditor

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  • How to use SharePoint modal dialog box to display Custom Page Part2

    - by ybbest
    In the first part of the series, I showed you how to display and close a custom page in a SharePoint modal dialog using JavaScript. In this one, I’d like to show you how to display some information after the Modal dialog is closed.You can download the source code here. 1. Firstly, modify the element file as follow <Elements xmlns="http://schemas.microsoft.com/sharepoint/"> <CustomAction Id="ReportConcern" RegistrationType="ContentType" RegistrationId="0x010100866B1423D33DDA4CA1A4639B54DD4642" Location="EditControlBlock" Sequence="107" Title="Display Custom Page" Description="To Display Custom Page in a modal dialog box on this item"> <UrlAction Url="javascript: function emitStatus(messageToDisplay) { statusId = SP.UI.Status.addStatus(messageToDisplay.message + ' ' +messageToDisplay.location ); SP.UI.Status.setStatusPriColor(statusId, 'Green'); } function portalModalDialogClosedCallback(result, value) { if (value !== null) { emitStatus(value); } } var options = { url: '{SiteUrl}' + '/_layouts/YBBEST/TitleRename.aspx?List={ListId}&amp;ID={ItemId}', title: 'Rename title', allowMaximize: false, showClose: true, width: 500, height: 300, dialogReturnValueCallback: portalModalDialogClosedCallback }; SP.UI.ModalDialog.showModalDialog(options);" /> </CustomAction> </Elements> 2. In your code behind, you can implement a close dialog function as below. This will close your modal dialog box once the button is clicked and display a status bar. protected static string GetCloseDialogScript(string message) { var scriptBuilder = new StringBuilder(); scriptBuilder.Append("<script type='text/javascript'>" + "SP.UI.ModalDialog.commonModalDialogClose(1,").Append(message).Append("); </script>"); return scriptBuilder.ToString(); }

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  • How to use SharePoint modal dialog box to display Custom Page Part2

    - by ybbest
    In the first part of the series, I showed you how to display and close a custom page in a SharePoint modal dialog using JavaScript. In this one, I’d like to show you how to display some information after the Modal dialog is closed.You can download the source code here. 1. Firstly, modify the element file as follow <Elements xmlns="http://schemas.microsoft.com/sharepoint/"> <CustomAction Id="ReportConcern" RegistrationType="ContentType" RegistrationId="0x010100866B1423D33DDA4CA1A4639B54DD4642" Location="EditControlBlock" Sequence="107" Title="Display Custom Page" Description="To Display Custom Page in a modal dialog box on this item"> <UrlAction Url="javascript: function emitStatus(messageToDisplay) { statusId = SP.UI.Status.addStatus(messageToDisplay.message + ' ' +messageToDisplay.location ); SP.UI.Status.setStatusPriColor(statusId, 'Green'); } function portalModalDialogClosedCallback(result, value) { if (value !== null) { emitStatus(value); } } var options = { url: '{SiteUrl}' + '/_layouts/YBBEST/TitleRename.aspx?List={ListId}&amp;ID={ItemId}', title: 'Rename title', allowMaximize: false, showClose: true, width: 500, height: 300, dialogReturnValueCallback: portalModalDialogClosedCallback }; SP.UI.ModalDialog.showModalDialog(options);" /> </CustomAction> </Elements> 2. In your code behind, you can implement a close dialog function as below. This will close your modal dialog box once the button is clicked and display a status bar. protected static string GetCloseDialogScript(string message) { var scriptBuilder = new StringBuilder(); scriptBuilder.Append("<script type='text/javascript'>" + "SP.UI.ModalDialog.commonModalDialogClose(1,").Append(message).Append("); </script>"); return scriptBuilder.ToString(); }

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  • Rails Tutorial Error with gemspec for "rspec" "annotate" "spork" "ansicolor" [closed]

    - by Chris H
    I'm following the Rails Tutorial by Michael Hartl and I'm getting this error when I run. bundle exec rspec spec/requests/static_pages_spec.rb Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/annotate-2.4.1.beta1.gemspec]: invalid date format in specification: "2011-09-02 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/guard-rspec-0.5.5.gemspec]: invalid date format in specification: "2011-11-20 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/guard-spork-0.3.2.gemspec]: invalid date format in specification: "2011-11-18 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/spork-0.9.0.gemspec]: invalid date format in specification: "2012-01-22 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/term-ansicolor-1.0.7.gemspec]: invalid date format in specification: "2011-10-13 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/annotate-2.4.1.beta1.gemspec]: invalid date format in specification: "2011-09-02 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/guard-rspec-0.5.5.gemspec]: invalid date format in specification: "2011-11-20 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/guard-spork-0.3.2.gemspec]: invalid date format in specification: "2011-11-18 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/spork-0.9.0.gemspec]: invalid date format in specification: "2012-01-22 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/term-ansicolor-1.0.7.gemspec]: invalid date format in specification: "2011-10-13 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/annotate-2.4.1.beta1.gemspec]: invalid date format in specification: "2011-09-02 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/guard-rspec-0.5.5.gemspec]: invalid date format in specification: "2011-11-20 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/guard-spork-0.3.2.gemspec]: invalid date format in specification: "2011-11-18 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/spork-0.9.0.gemspec]: invalid date format in specification: "2012-01-22 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/term-ansicolor-1.0.7.gemspec]: invalid date format in specification: "2011-10-13 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/annotate-2.4.1.beta1.gemspec]: invalid date format in specification: "2011-09-02 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/guard-rspec-0.5.5.gemspec]: invalid date format in specification: "2011-11-20 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/guard-spork-0.3.2.gemspec]: invalid date format in specification: "2011-11-18 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/spork-0.9.0.gemspec]: invalid date format in specification: "2012-01-22 00:00:00.000000000Z" Invalid gemspec in [/Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/specifications/term-ansicolor-1.0.7.gemspec]: invalid date format in specification: "2011-10-13 00:00:00.000000000Z" /Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/gems/rspec-core-2.9.0/lib/rspec/core/configuration.rb:746:in `load': cannot load such file -- /Users/chrishuang02/Desktop/rails_projects/first_app/spec/requests/spec/requests/static_pages_spec.rb (LoadError) from /Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/gems/rspec-core-2.9.0/lib/rspec/core/configuration.rb:746:in `block in load_spec_files' from /Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/gems/rspec-core-2.9.0/lib/rspec/core/configuration.rb:746:in `map' from /Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/gems/rspec-core-2.9.0/lib/rspec/core/configuration.rb:746:in `load_spec_files' from /Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/gems/rspec-core-2.9.0/lib/rspec/core/command_line.rb:22:in `run' from /Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/gems/rspec-core-2.9.0/lib/rspec/core/runner.rb:69:in `run' from /Users/chrishuang02/.rvm/gems/ruby-1.9.3-p125@rails3tutorial2ndEd/gems/rspec-core-2.9.0/lib/rspec/core/runner.rb:10:in `block in autorun'

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  • Fastest way to get up to speed on webapp development with ASP.NET?

    - by leeand00
    I'm trying to get better at C# ASP.NET 3.5 development (...no none of that MVC stuff :), and fast! My boss gave me a book to read on it from Wrox, but the thing reads like a history novel, telling you how things worked as far back as ASP.NET 1.0; The web application we are developing is completely in ASP.NET 3.5 so I don't need to read through any of the history (maybe I'm wrong about that...but I don't really have the time to read about that...) Do you have any suggestions for a faster (book, series of tutorials) to come up to speed on it? I'd like to learn about UI components, database access, etc... P.S. In a previous position I was an JSP/J2EE developer (and I used MVC all the time! :-D) P.S.S. I did take a course on it in 2008 at some point, but it seemed all very pointy and clickly. I wanna learn the code stuff! The how it works, and where the events are!

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  • Recipient address rejected: User unknown in local recipient table;

    - by Thufir
    I've gone through the guide for mailman with some difficulty, but seem to be nearly there. I'm able to navigate to the mailman web GUI, create lists and subscribe. I just subscribe my local FQDN, so [email protected] for testing purposes. This FQDN only works on localhost. However, e-mails to the list address, in this case [email protected], are rejected: root@dur:~# root@dur:~# tail /var/log/mail.log Aug 28 08:28:43 dur postfix/master[12208]: terminating on signal 15 Aug 28 08:28:44 dur postfix/postfix-script[12322]: starting the Postfix mail system Aug 28 08:28:44 dur postfix/master[12323]: daemon started -- version 2.9.1, configuration /etc/postfix Aug 28 08:28:46 dur postfix/postfix-script[12332]: stopping the Postfix mail system Aug 28 08:28:46 dur postfix/master[12323]: terminating on signal 15 Aug 28 08:28:47 dur postfix/postfix-script[12437]: starting the Postfix mail system Aug 28 08:28:47 dur postfix/master[12438]: daemon started -- version 2.9.1, configuration /etc/postfix Aug 28 08:29:29 dur postfix/smtpd[12460]: connect from localhost[127.0.0.1] Aug 28 08:29:30 dur postfix/smtpd[12460]: NOQUEUE: reject: RCPT from localhost[127.0.0.1]: 550 5.1.1 <[email protected]>: Recipient address rejected: User unknown in local recipient table; from=<[email protected]> to=<[email protected]> proto=ESMTP helo=<dur.bounceme.net> Aug 28 08:29:33 dur postfix/smtpd[12460]: disconnect from localhost[127.0.0.1] root@dur:~# root@dur:~# ll /var/lib/mailman/data/ total 56 drwxrwsr-x 2 root list 4096 Aug 28 08:28 ./ drwxrwsr-x 8 root list 4096 Aug 27 19:58 ../ -rw-r--r-- 1 root list 0 Aug 28 04:36 aliases -rw-r--r-- 1 root list 12288 Aug 28 04:36 aliases.db -rw-r--r-- 1 root list 12288 Aug 28 08:28 aliases.db.db -rw-r----- 1 root list 41 Aug 27 21:04 creator.pw -rw-rw-r-- 1 root list 10 Aug 27 19:58 last_mailman_version -rw-r--r-- 1 root list 14100 Oct 19 2011 sitelist.cfg root@dur:~# root@dur:~# grep alias /etc/postfix/main.cf alias_maps = hash:/etc/aliases, hash:/var/lib/mailman/data/aliases alias_database = hash:/var/lib/mailman/data/aliases.db #alias_database = hash:/etc/aliases root@dur:~# root@dur:~# postconf -n alias_database = hash:/var/lib/mailman/data/aliases.db alias_maps = hash:/etc/aliases, hash:/var/lib/mailman/data/aliases append_dot_mydomain = no biff = no broken_sasl_auth_clients = yes config_directory = /etc/postfix default_transport = smtp home_mailbox = Maildir/ inet_interfaces = loopback-only mailbox_command = /usr/lib/dovecot/deliver -c /etc/dovecot/conf.d/01-mail-stack-delivery.conf -m "${EXTENSION}" mailbox_size_limit = 0 mailman_destination_recipient_limit = 1 mydestination = $myhostname localhost.$mydomain localhost $mydomain myhostname = dur.bounceme.net mynetworks = 127.0.0.0/8 [::ffff:127.0.0.0]/104 [::1]/128 readme_directory = no recipient_delimiter = + relay_domains = lists.example.com relay_transport = relay relayhost = smtp_tls_session_cache_database = btree:${data_directory}/smtp_scache smtp_use_tls = yes smtpd_banner = $myhostname ESMTP $mail_name (Ubuntu) smtpd_recipient_restrictions = reject_unknown_sender_domain, reject_unknown_recipient_domain, reject_unauth_pipelining, permit_mynetworks, permit_sasl_authenticated, reject_unauth_destination smtpd_sasl_auth_enable = yes smtpd_sasl_authenticated_header = yes smtpd_sasl_local_domain = $myhostname smtpd_sasl_path = private/dovecot-auth smtpd_sasl_security_options = noanonymous smtpd_sasl_type = dovecot smtpd_tls_auth_only = yes smtpd_tls_cert_file = /etc/ssl/certs/ssl-mail.pem smtpd_tls_key_file = /etc/ssl/private/ssl-mail.key smtpd_tls_mandatory_ciphers = medium smtpd_tls_mandatory_protocols = SSLv3, TLSv1 smtpd_tls_received_header = yes smtpd_tls_session_cache_database = btree:${data_directory}/smtpd_scache smtpd_use_tls = yes tls_random_source = dev:/dev/urandom transport_maps = hash:/etc/postfix/transport root@dur:~# Why is this e-mail rejected? It seems to, maybe be related to the alias_maps and alias_database settings in postfix.

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  • PHP developer wanting to learn python

    - by dclowd9901
    I'm pretty familiar at this point with PHP (Javascript, too), up to the point of OOP in PHP, and am looking to branch out my knowledge. I'm looking at Python next, but a lot of it is a bit alien to me as a PHP developer. I'm less concerned about learning the language itself. I'm positive there's plenty of good resources, documentation and libraries to help me get the code down. I'm less sure about the technical aspects of how to set up a dev environment, unit testing and other more mundane details that are very important, aid in rapid development, but aren't as widely covered. Are there any good resources out there for this?

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  • Incremental file system backups

    - by brunopereira81
    I use Virtual Box a lot for distro / applications testing purposes. One of the features I simply love about it is virtual machines snapshots, its saves a state of a virtual machine and is able to restore it to its former glory if something you did went wrong without any problems and without consuming your all hard disk space. On my live systems I know how to create a 1:1 image of the file system but all the solutions I'v known will create a new image of the complete file system. Are there any programs / file systems that are capable of taking a snapshot of a current file system, save it on another location but instead of making a complete new image it creates incremental backups? To easy describe what I want, it should be as dd images of a file system, but instead of only a full backup it would also create incremental. I am not looking for clonezilla, etc. It should run within the system itself with no (or almost none) intervention from the user, but contain all the data of the file systems.

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  • Where can I start learning to build web applications in C#

    - by Carson Myers
    So far I've written web sites in PHP, except for a pet project of mine written in Python. I'd like to start learning C# for use on the web, but I have no idea where to start. I know nothing of .Net. Are there any good tutorials or online books etc. which give a brief intro to the .Net environment (specifically C#, and specifically for the web)? I'm not even sure what I need to install. Visual Studio I guess, but what else? Anything special, or will VS do the trick?

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  • Javascript - is this a grey area for anyone else?

    - by Anonymous -
    I have a firm understanding of HTML, CSS, PHP, MySQL (and to some extent apache/linux) and find that one of the things missing from my 'web development knowledge base' is javascript - creating richer user interfaces. I'd like to learn Javascript before I look at any frameworks (I've used light javascript/jquery before, but that's besides the point). Can anyone recommend a firm book or online documentation from 'absolute beginner' to 'expert' for javascript? I seem to be finding too many 'display the time' and 'hello world' tutorials...

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